Difference between revisions of "Otherworld:Equipment"

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(Guns and Critical Failures)
(Modding Guns)
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*Rifles - For our purposes, a rifle is any gun which normally requires two-hands to shoot.  Most rifles are best fired from the shoulder and have a buttstock.
 
*Rifles - For our purposes, a rifle is any gun which normally requires two-hands to shoot.  Most rifles are best fired from the shoulder and have a buttstock.
  
===Modding Guns===
+
===Modding Firearms===
Guns and their use can be modified in a number of ways.   
+
Firearms and their ammunition can be modified in a number of ways.   
  
 
*Barrel Upgrade - Can be taken up to three times.  Increases the Hurt of the weapon by one.  
 
*Barrel Upgrade - Can be taken up to three times.  Increases the Hurt of the weapon by one.  
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*Capacity Upgrade - Increases the magazine capacity by one.  Can be taken to a maximum capacity of 10.
 
*Capacity Upgrade - Increases the magazine capacity by one.  Can be taken to a maximum capacity of 10.
 
*Cheap - Weapon is available at half-price.  On a crit-fail, the weapon always explodes.
 
*Cheap - Weapon is available at half-price.  On a crit-fail, the weapon always explodes.
*Grenade Launcher - An under-mounted launcher available on rifles.   
+
*Grenade Launcher - An under-mounted launcher available on rifles which has its own trigger system and must be reloaded after every shot (4 AP).   
 
*Laser-sight - Called shots can be made at no penalty.
 
*Laser-sight - Called shots can be made at no penalty.
 
*Scope - Weapon may be fired at max range at no penalty.
 
*Scope - Weapon may be fired at max range at no penalty.
*Suppressor - Mutes the sound and dims the flash of gunfire.  Perception checks to notice suppressed gunfire is DL 25 (non-suppressed is usually DL 10).
+
*Suppressor - Mutes the sound and dims the flash of gunfire.  Perception checks to notice suppressed gunfire is DL 25 (non-suppressed is usually DL 10). Pistol suppressors limit effective range to 30 feet.
 +
 
 +
====Ammunition====
 +
*Loud Ammo - Deafens adjacent targets (Grunt Save DL 12).
 +
*Flashy Ammo - Blinds adjacent targets (Grunt Save DL 12).
 +
*Hydrostatic Ammo - Stuns target after a successful hit (Grunt Save DL 15).
 +
*Non-lethal Ammo - Will not kill targets, but instead renders them unconscious.
 +
 
 +
====Qualities====
  
*Loud Ammo - Deafens adjacent targets.
 
*Flashy Ammo - Blinds adjacent targets.
 
*Stun Ammo
 
*Non-lethal Ammo
 
  
  
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Common Pistols
 
Common Pistols
*Falke C-96 semi-auto
+
*Falke C-96 semi-auto - A semi-automatic pistol with a unique box-magazine in front of the trigger.  Has a large capacity of 10 shots.
*Speakeasy semi-auto
+
*Speakeasy semi-auto - A well rounded semi-auto pistol with a 7 shot capacity and upgraded barrel (+2). 
  
 
Heavy Pistols
 
Heavy Pistols
*Avenger Revolver - The Avenger is a revolver style  
+
*Avenger Revolver - The Avenger is a popular, revolver-style pistol with an 8 shot capacity.  Avenger revolvers are Reliable.
*Magpie Pocket Pistol
+
*Thundermaker Revolver - Dosigned by Trowls with a Trowl's brawn and grip in mind, the Thundermaker is a bulky, revolver-style pistol with a 5 shot capacity and upgraded barrel (+3 Hurt). 
 +
 
 +
*Magpie Pocket Pistol - The Magpie has a very low capacity of 4 shots, and may not be fitted with a suppressor, but are very inexpensive.  Most often used for personal safety reasons.  Magpie's are Easy Conceal, and Reliable.
  
 
Fast Rifles
 
Fast Rifles
 
*Swarzdag Assault Rifle
 
*Swarzdag Assault Rifle
*
+
 
  
 
Common Rifles
 
Common Rifles
*Grand 1900
+
* 1900
  
 
Heavy Rifles
 
Heavy Rifles

Revision as of 17:16, 20 December 2010

Weapons

Action Points
This details the number of Action Points necessary to use the weapon.
Parry
The bonus the weapon grants the character on a Defense Roll when the weapon is used to parry an attack.
Hurt
The amount of damage the weapon does on its own, which is factored into the Attack Roll.
Type
The type of Hurt the weapon inflicts. Either Slashing, Bludgeoning, or Piercing. Certain spells, items and armor protect better against certain types of Hurt.
Notes
Any relevant notes about the weapon.


Weapons marked with a (†) are fast weapons. These weapons are small or light and easy to conceal and grant a character a +2 bonus on Thievery/Disguise checks to conceal them.

Weapons marked with a (‡) are two-handed weapons. They must be held with both hands. Two handed weapons give a character a −2 penalty to Thievery/Disguise checks to conceal them.

Up Close and Personal

Older Stuff

Name AP Parry Hurt Type Notes Cost
Fast blade (Ace) † 3 −2 2 P, S +2 Disguise/Thievery to conceal 25𝕤
One-handed blade (Strongblade) 4 −1 5 P, S 𝕤
Two-handed blade (Big Mother) 5 8 P, S −2 Disguise/Thievery to conceal 𝕤
Fast bludgeon (Blackjack) † 3 −2 2 B +2 Disguise/Thievery to conceal 𝕤
One-handed bludgeon (Queensrod) 4 −1 5 B 𝕤
Two-handed bludgeon (Gatecrasher) 5 8 B −2 Disguise/Thievery to conceal 𝕤
Spear (Pigsticker) 4 P −2 Disguise/Thievery to conceal 𝕤

Weird, Wild Stuff

Name AP Parry Hurt Type Notes Cost
Aether Torch 4 10 F +4 to Smash checks, incendiary 𝕤
Fast arcblade (Tickler) † 3 4 S, E arcing, stun, shorts on a crit fail 𝕤
Arcblade 4 7 P arcing, stun, shorts on a crit fail 90𝕤
Two-handed arcblade (Daddy Zappa) 5 10 S, E arcing, stun, shorts on a crit fail 𝕤
Arcgloves † 3 3 B, E cannot be disarmed, arcing, stun, shorts on a crit fail 𝕤
Ki-blade 4 S, P 𝕤
Sawbracers † 3 +1 3 S Cannot be disarmed 𝕤
Shiversword (small) † 3 3 S, P Jams on a crit fail 𝕤
Shiversword 4 6 S, P Jams on a crit fail, requires power cell 𝕤
Shiversword (large) 5 9 S, P Jams on a crit fail, 2 handed, requires power cell 𝕤
Sickstick 3 3 B stun, easy conceal, 𝕤
Springstaff 4 5 B knockdown, easy conceal 𝕤

Things That Go Boom/Twang/Whoosh

Name AP Parry Hurt Clip Type Notes Cost
Fast Pistol 3 −2 6 5 P 𝕤
Pistol 4 −2 9 5 P 𝕤
Heavy Pistol 5 −2 12 5 𝕤
Fast Rifle 3 0 9 5 𝕤
Rifle 4 0 12 5 𝕤
Heavy Rifle 5 0 15 5 𝕤
  • Pistols - A pistol is a firearm which can be used in one hand.
  • Rifles - For our purposes, a rifle is any gun which normally requires two-hands to shoot. Most rifles are best fired from the shoulder and have a buttstock.

Modding Firearms

Firearms and their ammunition can be modified in a number of ways.

  • Barrel Upgrade - Can be taken up to three times. Increases the Hurt of the weapon by one.
  • Bayonet - A blade which is attached to rifles, turning them into formidable melee weapons.
  • Capacity Upgrade - Increases the magazine capacity by one. Can be taken to a maximum capacity of 10.
  • Cheap - Weapon is available at half-price. On a crit-fail, the weapon always explodes.
  • Grenade Launcher - An under-mounted launcher available on rifles which has its own trigger system and must be reloaded after every shot (4 AP).
  • Laser-sight - Called shots can be made at no penalty.
  • Scope - Weapon may be fired at max range at no penalty.
  • Suppressor - Mutes the sound and dims the flash of gunfire. Perception checks to notice suppressed gunfire is DL 25 (non-suppressed is usually DL 10). Pistol suppressors limit effective range to 30 feet.

Ammunition

  • Loud Ammo - Deafens adjacent targets (Grunt Save DL 12).
  • Flashy Ammo - Blinds adjacent targets (Grunt Save DL 12).
  • Hydrostatic Ammo - Stuns target after a successful hit (Grunt Save DL 15).
  • Non-lethal Ammo - Will not kill targets, but instead renders them unconscious.

Qualities

Fast Pistols

  • Cobra MP-38 Machine Pistol

Common Pistols

  • Falke C-96 semi-auto - A semi-automatic pistol with a unique box-magazine in front of the trigger. Has a large capacity of 10 shots.
  • Speakeasy semi-auto - A well rounded semi-auto pistol with a 7 shot capacity and upgraded barrel (+2).

Heavy Pistols

  • Avenger Revolver - The Avenger is a popular, revolver-style pistol with an 8 shot capacity. Avenger revolvers are Reliable.
  • Thundermaker Revolver - Dosigned by Trowls with a Trowl's brawn and grip in mind, the Thundermaker is a bulky, revolver-style pistol with a 5 shot capacity and upgraded barrel (+3 Hurt).
  • Magpie Pocket Pistol - The Magpie has a very low capacity of 4 shots, and may not be fitted with a suppressor, but are very inexpensive. Most often used for personal safety reasons. Magpie's are Easy Conceal, and Reliable.

Fast Rifles

  • Swarzdag Assault Rifle


Common Rifles

  • 1900

Heavy Rifles

  • C&G Shotgun
  • Lupo Shotgun
  • Pallbearer Sniper Rifle

Guns and Critical Failures

Because of the complexity of a firearm's internal workings and the fact that bullets are propelled by small amounts of explosives in the cartridge, malfunctioning firearms can be more disastrous than having a bad day with a sword. The following rules are optional, and allow for more interesting hi-jinx. Whenever a player rolls a crit-fail for an Attack which uses a firearm, consult the table below.

  • (6-10) Hangfire - There is a short lag between pulling the trigger and ejection of the projectile. Automatic miss, loss of ammo.
  • (5) Oops - The character drops the firearm. Requires 2 AP to retrieve.
  • (4) Jam - The ammunition does not load properly into the chamber as the magazine or cell is clogged with dirt. Requires a reload.
  • (3) Dud - The ammunition loads into the chamber, but does not fire. The cartridge must be carefully removed with a Machinery check (5 AP, DL 15).
  • (2) Squib - The bullet is fired, but does not clear the barrel, and gets stuck (Perception DL 15, secret, to notice the squib). If another shot is fired, the gun will explode in the user's hand, destroying the gun and causing damage to the wielder (Grunt Save DL 18).
  • (1) Explosion - A cartridge which is packed with too much propellant, or a gun with a faulty barrel will cause the gun to be blown apart, destroying the gun and injuring the wielder (Grunt Save DL 20).
Name AP Parry Hurt Clip Type Notes Cost
Arcgun 4 −2 10 10 E arcing weapon, stun, requires Manacell 1,000𝕤
Avenger Revolver 4 −2 12 6 P reliable 900𝕤
Cobra MP-38 Machine Pistol 4 −2 11 12 P 750𝕤
Crossbow 5 −1 16 1 P hard conceal 600𝕤
DR-153 Drachenrot Flamethrower 5 0 15 8 F hard conceal, incendiary, requires Aethercell 2,000𝕤
Falke C-96 semi-auto pistol 3 −2 8 9 P sniping 500𝕤
Hunting Bow 5 −1 14 N/A P hard conceal, reliable 650𝕤
Magpie Pocket Pistol 3 −2 6 4 P easy conceal, reliable 200𝕤
Pallbearer Bolt-action Rifle 5 −2 18 1 P hard conceal 2,000𝕤
C&G Shotgun 5 0 15 6 P stayback, knockdown, hard conceal 1,000𝕤
Shuriken 3 −2 2 N/A S, P easy conceal 10𝕤
Speakeasy 9mm semi-automatic pistol 3 −2 7 15 P 350𝕤
Swarzdag Assault Rifle 5 0 16 10 P hard conceal 1,500𝕤
Thumpgun 4 −2 10 5 B knockdown, requires Manacell 800𝕤
Name AP Parry Hurt Type Notes Cost
Concussion Grenades 5 −2 16 B knockdown 𝕤
Chillcube Grenades 5 −2 14 C stun, 𝕤
Dessication Grenades 5 −2 14 H 𝕤
Flare Grenades 5 −2 0 N/A blinding 𝕤
Fragmentation Grenades 5 −2 20 S, P 𝕤
Incendiary Grenades 5 −2 16 F, B incendiary 𝕤
Smoke Grenades 5 −2 0 N/A grants large cover 𝕤


  • Arcing - On a critical success when using this weapon, the energy jumps in an arc to a another target. Choose a second target and roll another Attack Roll.
  • Incendiary - On a successful attack, this weapon lights its targets on fire. On a critical failure, the weapon explodes, dealing damage to its wielder. Roll a Grunt Save (DL 25) and take the result as damage.
  • Knockdown - On a critical success when using this weapon, the target is knocked prone. Frequently seen on shotguns.
  • Reliable - This weapon never malfunctions as a result of rolling a critical failure. Revolver-style pistols are famous for their reliability.
  • Sniping - This weapon does not suffer penalties when firing at long ranges.
  • Stayback - When used against a target within melee weapon range (five to ten feet), the weapon's hurt is increased by +2.
  • Stun - Targets hit by the weapon will act last in Reaction order in the next round.
  • Ace – An ace is another term for dagger. Daggers and knives are the most inexpensive and prevalent weapon among the common people.
  • Aether Torch – A short handle which is capable of producing a tall, super-heated flame from one or both ends which is hot enough to melt through steel. The flame may be shortened or lengthened, but has a maximum length approaching six feet. Dangerous to use, even by proficient handlers, aether torches have been known to explode. Aether torches require cells of compressed Aether gas.
  • Arcblade – A sword or other bladed weapon which is imbued with electrical energy in the same way as an Arcglove. Requires arcgloves to handle safely. Powered by a mana cell.
  • Arcglove – A gauntlet which generates a flow of electricity along and around it, which can be discharged during hand-to-hand fighting, shocking the opponent. Powored by a mana cell.
  • Arcgun – A gun which shoots arcs of condensed electricity at short ranges. Powered by a mana cell.
  • "Avenger" Revolver – A handgun with a revolving block consisting of six chambers. Great stopping power, but the shooter is frequently required to reload.
  • Chillcubes – Grenades which discharge a chemical gas which freezes water and chills the air, causing damage to anyone caught in its path.
  • Dessication Grenades – Grenades which radiate micro-waves, stealing the moisture from the bodies of those nearby and causing internal organ damage.
  • Gunblade – Similar to a bayonet, this is a long blade which can be attached to some firearms, enabling their use as a formidable melee weapon. "Gunblade" is both the term for the blade, and the assembled weapon itself. Not all guns allow for the attachment of a gunblade.
  • Ki-blade – Weapons of legend, rumored to hold within them the soul of a dead kensai. When held by a Kensai, a ki-blade allows the wielder to charge it with "ki," or spirit energy, which greatly increases the weapon's deadliness.
  • Red Dragon Rifle – A large gun which shoots flames via the muzzle fed by a cannister of highly-flammable, ultra-condensed gas attached to the gun like a magazine.
  • Sawbracers – Leather bracers reinforced with metal which conceal several small, serrated blades which tear at an opponent in hand-to-hand combat.
  • Shiversword – A weapon consisting of a pair of thin blades which move back and forth at very high speeds, causing the weapon to "shiver." This movement of the blades means the cutting edge is extremely sharp.
  • Shiverswords come in all sizes and are commonly used in cooking or as work tools, in the form of knives.
  • "Speakeasy" – An automatic handgun with less stopping power than a revolver that can nonetheless be fired more quickly.
  • Springblade – An unextended springblade resembles a shortsword with a long handle, which sometimes make them rather conspicuous. By pressing a button, the springs inside the handle eject lengths hidden one inside the other, turning the weapon into a spear. The new length of the weapon is fixed until the button is pressed again, which allows the shaft to collapse.
  • Springstaff – A springstaff functions just like a bladeless springsword, and resembles a short metal rod in appearance.
  • Thumpgun – These guns, when fired, produce a single sonic pulse which is inaudible to humanoid ears, but has concussive force enough to knock targets off their feet and hurt them. Thumpguns are commonly used by bounty hunters, and law enforcement, as well as those who wish to trade lethal effect for discretion.

Armor

  • Aether Wither
  • Arc Diffuser
  • Arc Shield
  • Infantry Light Armor
  • Mariner Light Armor
  • Night-guard Light Armor
  • Night-guard Heavy Armor
  • Spellgloves

Gear

  • Aether Cell
  • Bloodbook
  • Combustion Collar
  • Dreamstones
  • Focus Magnet
  • Mana Inhibitor Collar
  • Mana Cell
  • Memory Stones
  • Rocketpack
  • Soulstones
  • Spellcard
  • Spidercord
  • UCA (Underwater Conversion Aparatus)
  • Comlink

Mods

  • Gunblade -
  • Silencer -
  • Short barrel - half range, +1 Hurt

Food/Drink

  • Amrita - A liquor made from honey and rare spices and herbs. The true recipe is ancient, dating back thousands of years, and some cultures propose their recipe has not changed in all that time.
  • Ambrosia -
  • Edge-
  • Ichor -
  • Lucy -
  • Soma -
  • Teikal - A potent, smoky-tasting liquor. +2 Courage

Materials

  • Cloudstuff
  • Tenebran Steel
  • Tombwood
  • Krakentooth Ink

Mechanical Augmentation

  • Tin Limb
  • Clockwork Organ
  • Handcannon

Transportation

Cars

  • Red Sky Aegis
  • Guild

Planes

Boats

Tanks

Other

  • AT board


  • Trowlish Thundermaker – A larger, very powerful version of the revolver crafted by the Trowls with a Trowl's size and strength in mind. The Thundermaker has 8 chambers in its revolving block. When fired, the noise and kickback are immense. Anyone with a Muscle score of less than 6 firing a Thundermaker takes a -8 penalty on attacks with it. Anyone smaller than a Trowl must use the weapon with two hands.
  • Arcshield
  • Arc Diffuser
  • Aether Wither
  • Infantry Armor
  • Mariner Light Armor
  • Nightguard Light Armor
  • Nightguard Heavy Armor
  • Stealthsuit
  • Spellgloves
  • Aether Cell – A power source for devices, but second to Mana cells in terms of efficiency and potency.
  • Arc Collar – Packmasters attach these collars to the necks, or rarely wrists/ankles, of prisoners, laborers, slaves, or enemies. The packmaster can remotely activate the collar, which sends a shock into the body of the host. Arc collars are often used to "train" captives and are sometimes used in conjunction with Mana Inhibitor Collars (M.I.C.).
  • Bloodbook – Relics of the Old Ways, a set of bloodbooks were a way of communicating over long distances. What was written in blood in one book could be read in either all the books or in a single master tome, depending on how the books were enchanted. Since the advent of radio communications, bloodbooks have slightly decreased in value, but due to their easily-disguised nature, they are still utilized.
  • Combustion Collar – Barbaric devises still in use by ruthless cultures and slavers, these collars attach to their hosts and remain there until removed by a trained packmaster. The packmaster may activate the collar, at which time it explodes, obviously killing the host and killing or wounding anyone nearby. Any attempt to remove the collar through force results in immediate activation.
  • Focus Magnet – A Focus Magnet is a pucklike stone which can be used to push (diamagnetism) or pull (paramagnetism) metal objects through the expenditure of MP.
  • Dreamstones
  • Mana Inhibitor Collar – Less gruesome than the combustion collar, the M.I.C. continually drains the Mana energy inherent to the host, stopping it from activating any powers, preventing it from casting spells, and keeping it in a state of mild exhaustion. These collars keep a host at a constant state of 0 MP and Stage One on the Knockout Track.
  • Mana Cell – a highly efficient, productive energy source for devices and vehicles.
  • Memory Stones – Small precious gems which contain memories. The gems are worth a good deal of money on the black market, depending on the memory.
  • Rocketpack –
  • Soulstones –
  • Spellcard –
  • Spidercord –

Clothing

Sometimes it's not who you know, but how you dress. Here are some examples of outfits available for your character to purchase. If a character is wearing an outfit which is ill-suited for the task at hand (for instance, wearing hobo clothes to a dinner party or Political Dress on the tundra), the character will suffer a penalty to applicable rolls and may be subject to damage.

Name Cost
Political Dress 500𝕤
Fancy Duds 300𝕤
Cold Weather Clothes 100𝕤
Average Joe 50𝕤
Hobo Clothes 5𝕤
Grifter's Clothes 25𝕤
Fashionable Clothes 400𝕤

Building Weapons

Modding/Upgrading Weapons

Shields

Name AP Parry Hurt Type Notes Cost
Light shield 2 +2 2 B 250𝕤
Heavy shield 4 +4 3 B +1 to Trip 400𝕤
  • Light shield – A simple shield made of wood with metal rivets and reinforcements, commonly strapped to the arm. Useful in melee combat as a bludgeoning weapon.
  • Heavy shield – A large shield — large enough to cover nearly from the shoulders to the knees. Often dish-shaped, made of wood and covered with a layer of bronze or similar metal. Its weight makes it particularly effective as a bludgeoning weapon, and is known to knock an opponent backwards or prone.

Armor

Most armor is hard to come by and most folks who pursue or partake of the criminal element don't bother with it. However, as it often means the difference between life and death, those who do wear it are eventually thankful for having it.

Bonus
This is the number you add to Defense Rolls and record in the "Armor" box on the character sheet
Hindrance
The penalty imposed to certain rolls
Donning and Removing Armor
Name Bonus Hindrance Cost
Simple 2 0 𝕤
Good 4 0 𝕤
Great 6 0 𝕤
Superior 8 0 𝕤
  • Padded Armor – Armor which is made of layered fabric, such as cotton, linen, or wool, and is usually quilted. Sometimes referred to as a gambeson or a jupon. Often padded armor is a single, long, garment with sleeves, that would partially cover the thighs.
  • Leather Armor – Suits of leather armor are boiled and waxed. Leather is sturdy, won't rust, and allows more free movement than does heavier plate armor. A suit of leather armor would come with a cuirass to cover the torso, as well as bracers or vambrances to protect the forearms, cuisses to protect the thighs, and greaves to protect the shins. The armor components are fastened to the body by laces and hooks.
  • Reinforced Leather Armor – Just like leather armor, but with riveted metal studs or plates attached to the leather. The added metal rivets don't add any additional movement restriction, but do slightly enhance the wearer's protection from attacks.
  • Half-chain Armor – This armor is mostly leather with several parts reinforced beneath by chain mail. It is slightly bulkier than reinforced leather armor, but takes about the same amount of time to put on or remove.
  • Breastplate – A piece of armor made of several interlocked plates that provides protection for the torso. Can be worn alone (only providing a +2 to defense), but usually accompanied by a suit of leather underneath.
  • Chain mail – A chain shirt called a hauberk is knee-length mail which includes a coif covering the head. A suit of chain would also include chausses to cover the legs and also mail-reinforced gauntlets. Typically, one would wear a padded gambeson underneath the mail. Mail is heavier and more movement restricting than lighter armors.
  • Scale Armor – Scale armor is constructed by affixing small, metal scales to a leather or cloth backing. A suit of scale armor includes a shirt that covers the torso down to the upper thighs and partially the arms. It would include a set of gauntlets, but no leg coverings. Scale armor is not as flexible as mail, but is cheaper to produce. A suit of scale is affixed by leather laces on the backing material.
  • Heavy Chain – Similar to chain mail, but the links are far more tightly-knit, leaving less space for weapons to penetrate. Also, the rings are riveted, having small studs that give a greater rate of deflection against incoming blows.
  • Half Plate – A suit of mail with metal plates affixed in certain vital locations. Poleyns strapped over the knees, metal cuisses strapped over the thighs, couters covering the elbows, pauldrons covering the shoulders, and a breastplate to cover the torso. A tasset is attached to the breastplate to cover the hips. This suit would also include gauntlets and greaves. Very restrictive to movement, but provides great protection.
  • Field Plate – A finely-crafted suit of armor that is individually fitted to the wearer. Full suits of plate armor show status and lineage. Each piece of the armor is riveted and interlocked with another piece, providing total covering of the body from head to toe. A helmet with a visor would be included along with sabatons covering the feet and gauntlets for the hand. The pieces of armor are strapped to a layer of padded armor beneath. Field plate is heavy and restrictive, but very sturdy.

A combatant wearing armor with a score greater than 5 (being anything above breastplate) will take a minus to his or her Dodge skill in the Defense Roll. A character wearing chain mail will take a −1, scale will take a −2 and so on. The GM might also require that such an armored character would take this penalty to physical skill checks such as Climb, Swim, Athletics, Gymnastics, Sneak, and perhaps even Spot (if wearing a fully-enclosed helm).

Characters that use shields don't actually receive any sort of armor bonus. Instead, they use the shield for parrying during their Defense Roll.

Gear

Name Cost
Standard Kit 30𝕤
Camp Kit 25𝕤
Cooking Kit 25𝕤
Climbing Kit 25𝕤
Digging Kit 30𝕤
Disguise Kit 100𝕤
Healing Kit 80𝕤
Thieves Kit 200𝕤
Skald's Kit 70𝕤
  • Standard Kit – Backpack, soap, small mirror, cheap perfume, small clay jug, whetstone, straight-razor, needle and thread, candles, dice, leather pouches, grease-pencil, map-case, waterskin, torches.
  • Camp Kit – Tent, bedroll, heavy blanket, lantern.
  • Cooking Kit – Spices, dry rations, cooking pots, utensils, flint and steel, oil, fishhooks, fish-line.
  • Climbing Kit – Rope, grappling hook, pitons, hammer,
  • Digging Kit – Pick, shovel, hammer, torches, crowbar.
  • Disguise Kit – Prosthetics, glue, make-up, powders, scented oils, wigs, false teeth, hair dyes, fake jewelry.
  • Healing Kit – Herbs, salves, bandages.
  • Thieves Kit – Lockpicks, caltrops, grease jar, scissors, grappling hook, rope, small jar of acid.
  • Skald's Kit – Ink, quills, sealing wax and sigil-stamper, loose parchment, bound book with lock, tin-whistle.

Mounts and Animals

Name Cost
Riding Horse 800𝕤
Warhorse 2,000𝕤
Blackbeak 4,000𝕤
Donkey 50𝕤
Bullhound 1,000𝕤
Leather Barding 700𝕤
Steel Barding 2,000𝕤
War Barding 10,000𝕤
  • Riding Horse – Horses serve as excellent transportation and beasts of burden. However, most horses do not fare well in the chaos of combat. Riding horses require their riders to make Personality + Animal Control or Agility + Ride checks (2 AP) against a DL of 12 for each round of combat to keep the horse from throwing its rider and running away. If the check is failed, the rider takes the difference as damage.
  • Warhorse – Warhorses are trained in the arts of warfare and do not require their riders to make checks to avoid being throw simply because they are in combat.
  • Donkey – Donkeys and mules are perfect beasts for hauling heavy gear or awkward tools, or for pulling heavy objects in a harness. Donkeys make poor mounts for combat purposes and will always throw their rider and run away if confronted with hostile forces.
  • Blackbeak – Blackbeaks are stout, bipedal mounts with short vestigial wings and powerful legs, which they use to jump large distances and propel themselves furiously over land. They derive their name from their sharp beaks which are capable of easily rending flesh. Blackbeaks make poor beasts of burden, since their frame is not suited for much cargo, but make great mounts in combat thanks to their aggressive natures and the ease with which they are domesticated. For more information on these creatures, see the Blackbeak entry.
  • Bullhound – Bullhounds are the preferred mounts of Goblyn warriors. Bullhounds also make great guard dogs.

Services

Healing

  • 1𝕤 for each HP healed
  • 5𝕤 for each Tainted HP healed
  • 50𝕤 for curing of most common disease or poisons
  • 250𝕤 for curing of uncommon disease or poisons

Simple Room and Board

  • 1𝕤 per night

Good Room and Board

  • 5𝕤 per night

Elegant Room and Board

  • 10𝕤 per night

Parking

  • 1𝕤 all day

Stabling

  • 1𝕤 per night for horses
  • 3𝕤 per night for exotic animals

Shipping/Passage

  • 5𝕤 per week of travel for each passenger/piece of cargo

Messenger/Postage

  • 5𝕤 per day of travel
  • 1𝕤 local

Personal Security

  • 10𝕤 per day

Translation

  • 5𝕤 per page
  • 5𝕤 per day

Cab Service

  • 1𝕤 per 5 miles

Car Service

  • 1𝕤 per mile